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FULL-LENGTH REPORT Journal of Behavioral Addictions

DOI: 10.1556/2006.7.2018.16

Internet gaming disorder in Lebanon: Relationships with age, sleep habits,


and academic achievement
NAZIR S. HAWI1, MAYA SAMAHA1* and MARK D. GRIFFITHS2

Faculty of Natural and Applied Sciences, Notre Dame University – Louaize, Zouk Mosbeh, Lebanon
1
2
The International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK

(Received: August 2, 2017; revised manuscript received: December 7, 2017; accepted: December 10, 2017)

Background and aims: The latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders
included Internet gaming disorder (IGD) as a disorder that needs further research among different general
populations. In line with this recommendation, the primary objective of this was to explore the relationships
between IGD, sleep habits, and academic achievement in Lebanese adolescents. Methods: Lebanese high-school
students (N = 524, 47.9% males) participated in a paper survey that included the Internet Gaming Disorder Test and
demographic information. The sample’s mean average age was 16.2 years (SD = 1.0). Results: The pooled prevalence
of IGD was 9.2% in the sample. A hierarchical multiple regression analysis demonstrated that IGD was associated
with being younger, lesser sleep, and lower academic achievement. While more casual online gamers also played
offline, all the gamers with IGD reported playing online only. Those with IGD slept significantly less hours per night
(5 hr) compared with casual online gamers (7 hr). The school grade average of gamers with IGD was the lowest
among all groups of gamers, and below the passing school grade average. Conclusions: These findings shed light on
sleep disturbances and poor academic achievement in relation to Lebanese adolescents identified with IGD. Students
who are not performing well at schools should be monitored for their IGD when assessing the different factors behind
their low academic performance.

Keywords: Internet gaming disorder, academic performance, sleep, video game addiction, gaming addiction,
adolescents

INTRODUCTION among older adolescents and emerging adults. For instance,


in Germany, an IGD prevalence rate of 1.2% was observed
Since the early 2000s, there has been a significant increase in a representative sample of 11,003 young to older ado-
in the number of studies providing empirical evidence of the lescents ranging in age from 13 to 18 years using the Video
existence of problematic gaming and gaming addiction Game Dependency Scale (CSAS-II; Rehbein et al., 2015). A
(Kuss & Griffiths, 2012). Due to this, the latest (fifth) study that included seven European countries reported a
edition of the Diagnostic and Statistical Manual of Mental prevalence rate of 5.3% in a sample of 12,938 adult gamers
Disorders (DSM-5) included Internet gaming disorder using the Assessment of Internet and Computer Game
(IGD) in Section III and stated that IGD is a condition that Addiction – Gaming Module (AICA-S-gaming) (Müller
requires further study before being included in the main text et al., 2015). In Slovenia, an IGD prevalence rate of
(American Psychiatric Association [APA], 2013). With IGD 2.5% was obtained in a sample of 1,071 gamers aged
being a new concept, it is still being debated with many 13–14 years old using the Internet Gaming Disorder
issues and concerns raised over, whether it is a genuine Scale – Short-Form (IGDS9-SF; Pontes, Macur, & Griffiths,
disorder or not, and if it is genuine, what criteria are the most 2016). The Game Addiction Scale (Lemmens, Valkenburg,
suitable for diagnosis (Kuss, Griffiths, & Pontes, 2017a, & Peter, 2009) was used in European countries reporting an
2017b). IGD prevalence rate of 1.4% in a Norwegian representative
Despite the availability of several IGD assessment tools sample of 3,035 adult gamers (16–71 years old) (Wittek
(Lopez-Fernandez, Honrubia-Serrano, Baguley, & Griffiths, et al., 2015) and a rate of 7.6% of problematic users
2014; Pápay et al., 2013; Sanders & Williams, 2016; Wu, of ages below 19 years in a German representative sample
Lai, Yu, Lau, & Lei, 2016), research results collectively of 580 adolescent gamers (Festl et al., 2013). In the
indicated that the IGD is a global phenomenon (Ko, 2014; Netherlands, in a nationally representative study of
Müller et al., 2015; Wittek et al., 2015) with pooled preva-
lence ranging from 1.2% (Rehbein, Kliem, Baier, Mößle, & * Corresponding author: Maya Samaha; Faculty of Natural and
Petry, 2015) to 7.6% (Festl, Scharkow, & Quandt, 2013) in Applied Sciences, Notre Dame University – Louaize, PO Box 72
nationally representative samples. Research also appears to Zouk Mikael, Zouk Mosbeh, Lebanon; Phone: +961 9 208 749;
indicate that the highest prevalence rates of IGD are found Fax: +961 9 225 164; E-mail: msamaha@ndu.edu.lb

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© 2018 The Author(s)


Hawi et al.

4,559 adolescent gamers aged 13–16 years, a prevalence grade point averages (GPAs; Jackson, Von Eye, Witt, Zhao,
rate of 1.5% was reported using the Compulsive Internet & Fitzgerald, 2011). Recent studies have confirmed this
Use Scale (Van Rooij, Schoenmakers, Vermulst, Van Den finding from many parts of the world including Germany
Eijnden, & Van De Mheen, 2011). Table 1 includes (Rehbein et al., 2015), Taiwan (Yeh & Cheng, 2016),
these and other selected epidemiological studies that have Lebanon (Hawi & Samaha, 2016), Norway (Brunborg,
investigated IGD. Mentzoni, & Frøyland, 2014), Iran (Haghbin, Shaterian,
In addition to prevalence, researchers have been Hosseinzadeh, & Griffiths, 2013), and the United States of
interested in identifying trends and negative impact of IGD America (USA) (Schmitt & Livingston, 2015; Wentworth &
(Kim et al., 2016; Müller et al., 2015) including academic Middleton, 2014).
achievement, time spent gaming, money spent on gaming, As for time spent gaming, a study conducted in Hong
sleep duration, and impact on job/education and other Kong on a sample of 503 adolescents showed that of total
leisure activities. A number of studies have demonstrated gamers, 22.9% and 36.6% played more than 3 hr on week-
the negative impact of gaming on academic achievement days and weekends, respectively, and 31.2% and 32% played
(Van Rooij et al., 2011). For instance, a longitudinal study more than 1 hr on weekdays and weekends, respectively
of 482 American adolescents with average age of 12 years (Wang et al., 2014). Studies also report that gamers tend
reported that video game playing was associated with lower to play online games rather than offline. For instance, the

Table 1. International comparison of prevalence rates of video game addiction/Internet gaming disorder
Nationally
Sample Prevalence representative
Reference Scale used size Age rate (%) Country sample
Pontes, Macur, and Internet Gaming Disorder 1,071 M = 13 2.5 Slovenia Yes
Griffiths (2016) Scale – Short-Form (IGDS9-SF)
Fuster et al. (2016) Spanish version IGD-20 Test 1,074 12–58 2.6 Spain No
Pontes and Griffiths IGDS9-SF 509 10–18 Not Portugal No
(2016) available
Khazaal et al. (2016) 7-item Game Addiction Scale (GAS) 5,983 M = 20 2.3 Switzerland No
Kim et al. (2016) The suggested wordings of the DSM-5 3,041 20–49 13.8 Korea No
criteria was applied
Rehbein et al. (2016) Gaming usage and time questions 3,073 M = 49 4.2 Germany Yes
Lemos, Cardoso, Video Game Addiction Test (VAT) 384 18–24 Not Brazil No
and Sougey (2016) available
Rehbein et al. (2015) CSAS-II 11,003 13–18 1.16 Germany Yes
Wittek et al. (2015) 7-item Game Addiction Scale for 3,035 16–74 1.4 Norway Yes
Adolescents (GAS)
Müller et al. (2015) Assessment of Internet and Computer 12,938 14–17 1.6 7 European Yes
game Addiction–Gaming Module countries
(AICA-S-gaming)
Pontes et al. (2014) Internet Gaming Disorder Test 1,003 16–58 5.3 57 No
(IGD20-Test) countries
Lopez-Fernandez Problematic Videogame Playing Scale 1,132 11–18 7.7 Spain No
et al. (2014) 1,224 14.6 Great
Britain
King, Delfabbro, Pathological Video Gaming (PVG) 1,287 12–18 1.8 Australia No
Zwaans, and
Kaptsis (2013)
Spekman, Konijn, Problematic gaming behavior 1,004 11–18 8.57 Netherlands No
Roelofsma, and
Griffiths (2013)
Festl et al. (2013) 7-item Game Addiction Scale for 580 14–18 7.6 Germany Yes
Adolescents (GAS)
Brunborg et al. Game Addiction Scale for Adolescents 1,320 M = 13.6 4.2 Norway Yes
(2013) (GASA)
Van Rooij et al. Compulsive Internet Use Scale (CIUS) 4,559 13–16 1.5 Netherlands Yes
(2011)
Choo et al. (2010) Pathological Video Gaming Scale 2,998 M = 11.2 8.7 Singapore No
Grüsser, Adapted from WHO criteria for 7,069 21.1 11.9 Germany No
Thalemann, and substance dependence
Griffiths (2007)
Johansson and Internet Addiction Test 3,237 12–18 2.7 Norway Yes
Götestam (2004)

Journal of Behavioral Addictions


IGD in Lebanon: Sleep and academic achievement

aforementioned Hong Kong study reported that (a) playing SD = 1.0). Participation in the survey was purely voluntary
online multiplayer games was the most preferred type of and the overall response rate was 25%, yielding an adequate
game, (b) online single player games ranked second, and sample size (524 participants). There was a lower ratio of
(c) a minority preferred playing offline casual games (Wang male (47.9%) to female respondents. Participants were
et al., 2014). Online gaming can result in extended periods of recruited from 10 schools operating in different administra-
gaming for which a small minority can be problematic and tive governorates across Lebanon. Schools where English
addictive. In addition, evidence suggests that some game was a medium of instruction were targeted (because the
genres are more addictive than others, such as role-playing survey was in English). Following the school’s approval to
games and first-person shooter games (Festl et al., 2013; collect the data, the “pen and paper” survey was administered
Lemmens & Hendriks, 2016; Na et al., 2017; Rehbein, Staudt, in classrooms in the presence of class instructors.
Hanslmaier, & Kliem, 2016; Sanders & Williams, 2016).
Excessive online gaming has also been shown to reduce Measures
gamers’ sleep duration and/or result in deteriorating sleep
quality (Demirci, Akgönül, & Akpinar, 2015; Rehbein et al., The survey questionnaire was self-report, in English, and
2015), especially in adolescents (Achab et al., 2011; Arora, handed out on paper copy. It included two sections. The first
Broglia, Thomas, & Taheri, 2014; Lam, 2014). A recent section collected demographic information, including parti-
study reported that 28% of participants with sleep problems cipant’s age, gender, grade average, starting age of Internet
have IGD (Satghare et al., 2016). The authors’ follow-up of gaming, amount of time spent gaming online and offline on
some gamers suggest that they stay awake longer than the weekdays and weekends, typical sleep duration and whether
recommended sleep guidelines or awake early from sleep to the individual woke up during the night to continue gaming,
continue playing either to advance to the next level in the and money spent on Internet gaming.
game, to simply sustain the current game level, and/or for The second section included the Internet Gaming Disor-
pleasure. Furthermore, some studies have reported that der Test (IGD-20 Test; Pontes, Kiraly, Demetrovics, &
gamers spend varying amounts of money to purchase Griffiths, 2014). This scale reflects the nine criteria of IGD
additional lives, cheats, virtual weapons, gadgets, and/or as stated in the DSM-5 and incorporates the theoretical
accessories to gain advantage or just for the fun of game framework of the components model of addiction (Griffiths,
playing (Cleghorn & Griffiths, 2015). In the sample of the 2005). It is a validated and well-established scale that has
aforementioned Hong Kong study, around 40% reported been used in many studies and translated to Spanish,
having spent money on gaming, of which 3.6% spent above Portuguese, and Arabic (Fuster, Carbonell, Pontes, &
US $65, and 9.9% spent between US $25 and $64, monthly Griffiths, 2016; Hawi & Samaha, 2017c; Pontes & Griffiths,
(Wang et al., 2014). In addition, it has also been noted in 2016). Participants rated the 20 items on a 5-point Likert
many studies that gender (being male) and age (being scale: 1 (“strongly disagree”), 2 (“disagree”), 3 (“neither
younger) correlate with the IGD (Hawi & Rupert, 2015; agree nor disagree”), 4 (“agree”), and 5 (“strongly agree”).
Hawi & Samaha, 2017a, 2017b; Rehbein et al., 2016; In the process of validating IGD assessment scales and
Samaha & Hawi, 2017; Wittek et al., 2015). particularly the assessment of criterion-related validity, the
The aim of this study was to explore the extent to which association between scale score and time spent gaming time
age, sleep habits, and academic achievement explain a was analyzed (Donati, Chiesi, Ammannato, & Primi, 2015;
statistically significant amount of variance in IGD among Festl et al., 2013). In the study conducted by Pontes, Kiraly,
high-school adolescents (Griffiths, 2014) in a population Demetrovics, and Griffiths (2014), which included 57
that has never been previously studied (i.e., Lebanese teen- countries, the IGD-20 Test scores positively and strongly
agers). Another aim was to determine the prevalence of IGD correlated with weekly gameplay time (r = .77, p < .001).
in the study’s Lebanese sample and identify variables A similar result was recently obtained in Spain (r = .42,
associated with IGD to contribute to knowledge in this field p < .01) (Fuster et al., 2016) and Portugal (r = .36, p < .01)
of study as recommended by DSM-5 (APA, 2013). Despite (Pontes & Griffiths, 2016). In this study, the IGD-20
the influence of external factors, such as the Lebanese Test scores positively and strongly correlated with weekly
culture and political environment, a better understanding gameplay (r = .58, p < .001). In addition, in this study, the
of the predictors of IGD in different cultures is another step IGD-20 Test demonstrated excellent internal consistency
toward helping those who provide treatment and rehabilita- (Cronbach’s α = .915).
tion for those with clinically significant impairment
(Griffiths, 2014; Petry & O’Brien, 2013). Analysis

Data analyses were performed using SPSS 20.0 (SPSS,


METHODS version 20.0 Chicago, IL, USA). The major aim of this
research was analyzed using hierarchical multiple regres-
Participants and procedure sion. Prior to regression analyses, preliminary analyses
were first conducted to ensure that there was no viola-
The present investigation was a cross-sectional study tion of the assumptions of normality, linearity, multi-
carried out in 2016 at 10 Lebanese high schools based on collinearity, and homoscedasticity. No violations were
voluntary participation of students. A total of 2,096 found. In addition to regression analysis, descriptive
students from grades 10, 11, and 12 (aged 15–19 years) statistics and Pearson product moment correlations were
received the questionnaire (mean age = 16.2 years, carried out.

Journal of Behavioral Addictions


Hawi et al.

Ethics Prevalence and patterns in Internet gaming

Following the approval of the Research Ethics Committee at A total of 98.0% of participants used more than one platform
Notre Dame University, Louaize, the research study was for online gaming, and 61.3% used three or more platforms.
conducted including the distribution of the survey question- As assessed by the IGD-20 Test, 9.2% of respondents
naire to schools. After receiving written informed parental belonged to the IGDG, 35.7% to the RIGDG, and 55.1%
consent, students were allowed to fill the questionnaires on a to the CGG. The average daily playtime of gamers in this
voluntary basis. study was 2.2 hr/day. It is noteworthy that the average
gaming time spent online doubled on weekends compared to
RESULTS weekdays within all three groups. In addition, the maximum
number of hours gaming online increased from 7 hr/day on
The sample’s mean average age was 16.2 years (SD = 1.0). weekdays to 14 hr/day on weekends. Among groups, the
The average number of years that participants reported average time spent gaming online on weekdays increased
online gaming was 7.75 years (SD = 2.9). Participants were from 1.7 hr/day within the CGG to 2.5 hr/day within the
classed into three groups. The following notations are used RIGDG to 3.6 hr/day within the IGDG. In addition, the
to distinguish between the three different groups studied: average time spent gaming online at weekends followed a
Internet Gaming Disorder Group (IGDG; scoring 71 or more similar pattern (Table 2). Furthermore, results showed that
on the IGD-20), at-risk of IGDG (RIGDG; scoring between the percentages of respondents, in both the IGDG and the
50 and 70 on the IGD-20), and casual gaming group (CGG; RIGDG, within grades 10, 11, and 12, were 50.0%, 34.1%,
scoring below 50 on the IGD-20) representing those who and 15.9%, respectively. The higher the grade level, the
did not meet IGD criteria. lower the percentage of participants with IGD.

Table 2. Prevalence and trends of predictors of IGD in Lebanese high-school students (N = 524)
IGDG RIGDG CGG Total
%
Prevalence 9.2 35.7 55.1 100
Hours/day
Average Internet gaming playtime
Weekdays (SD) 3.6 (1.9) 2.5 (1.4) 1.7 (1.2) 2.2 (1.4)
Weekends (SD) 8.1 (3.8) 5.9 (3.5) 3.4 (2.1) 4.7 (3.3)
%
Offline versus online Internet gaming playtime (within group)
Offline 11.1 42.9 53.7 45.9
Online 88.9 45.7 38.9 45.9
Both 0.0 11.4 7.4 8.2
Hours/night
Sleep duration (SD) 4.9 (2.7) 6.9 (1.6) 7.1 (1.5) 6.9 (1.7)
%
Sleep disturbance (within group)
Sometimes 100.0 42.9 13.0 31.6
Never 0.0 57.1 87.0 68.4
$
Monthly spending on Internet gaming
Average (SD) 74.4 (110.3) 20.25 (25.9) 12.4 (40.1) 21.9 (51.5)
Range 0–350 0–100 0–250 0–350
Grade point average out of 20
Academic achievement
Average (SD) 10.5 (3.1) 12.1 (3.2) 13.4 (2.8) 12.7 (3.1)
%
Platforms of Internet gaming (within group)
Mobile phones 88.9 97.1 87.0 90.8
Computers 55.6 71.4 63.0 65.3
Game consoles 55.6 65.7 66.7 65.3
Tablets 33.3 68.6 64.8 63.3
Note. SD: standard deviation; IGDG: group of participants identified with Internet gaming disorder; RIGDG: group of participants identified
at-risk of Internet gaming disorder; CGG: Group of participants identified as casual players.

Journal of Behavioral Addictions


IGD in Lebanon: Sleep and academic achievement

The average time spent online gaming of the CGG were within accepted limits indicating that there was no
increased from 1.7 hr/day on weekdays to 3.4 hr/day on multicollinearity among factors. More specifically, tolerance
weekends. The average time spent online gaming at week- values ranged between 0.90 and 0.96, and VIF values
ends of the CGG (3.4 hr/day) matched that of IGDG on ranged between 1.0 and 1.1 (much below the threshold 3).
weekdays (3.4 hr/day). At first glance, it is tempting to Consequently, the assumption of multicollinearity was met
conclude that some CGG gamers on weekends should be (Coakes, 2005). In addition, the Mahalanobis distance scores
classified as IGDG. However, the time spent online gaming indicated that there were no multivariate outliers. Moreover,
was not strongly correlated with IGD, otherwise participants residual and scatter plots indicated that the assumptions of
from the CGG who played as much as IGDG would have normality, linearity, and homoscedasticity were all met (Hair,
been identified with IGD using the IGD-20 Test. CGG Black, Babin, Anderson, & Tatham, 1998). Following this, a
participants who doubled their time spent online gaming at four-stage hierarchical multiple regression was carried out to
weekends did so for entertainment purposes and not con- assess the extent to which gender, age, sleep duration, sleep
trolled by disorder criteria as it is the case with the IGDG. disturbance, and academic achievement predicted levels of
Table 2 shows a clear change in the pattern of offline and IGD among the participants (as assessed using the IGD-20).
online usage. More gamers within the CGG played offline, Gender was entered at step 1 of the regression, age was entered
whereas gamers in the RIGDG played online rather than at step 2, sleep duration and sleep disturbances at step 3, and
offline. Eight times as many gamers in the IGDG played academic achievement at step 4. The regression analysis results
online rather than offline, and none in the IGDG played are reported in Table 3. The hierarchical multiple regression
offline games at all. With regard to sleep duration, the average demonstrated that at step 1, gender was not a significant
number of hours of sleep per night was 7.1 hr within the CGG contributor to the regression model, although it accounted for
and 4.9 hr within the IGDG. The results also found that 3.5% of the variation in IGD (Table 3). Introducing age
13.0% of the CGG gamers woke up from their sleep during explained an additional 16.5% of the variation in IGD, and
the night to continue gaming compared with 42.9% of the this change in R2 was significant [F(1, 522) = 6.201, p < .05].
RIGDG gamers and 100.0% of the IGDG. In addition, the Adding sleep duration and sleep disturbance to the regression
average monthly spending on Internet gaming rose from US model explained an additional 23.3% of the variation in IGD
$12.40 within the CGG to US $20.25 within the RIGDG, and and this change in R2 was also significant [F(3, 520) = 10.816,
to US $74.40 within the IGDG. GPA (of over 20) went down p < .001]. Finally, the addition of academic achievement to
to 13.4 within the CGG, to 12.1 within the RIGDG, and to the regression model explained an additional 9.0% of the
10.5 within the IGDG (Table 2). variation in IGD and this change in R2 was again significant
[F(4, 514) = 12.804, p < .001]. In sum, four predictors (age,
Relationship between IGD, gender, age, sleep habits, and sleep duration, sleep disturbance, and academic achievement)
academic achievement together accounted for an additional 48.8% of the variance in
IGD after controlling for gender. The beta values for sleep-
The sample size was adequate for hierarchical regression related measures were higher than age and academic achieve-
analysis as only five independent variables were investi- ment, with sleep disturbance having the greatest influence on
gated (Tabachnick, Fidell, & Osterlind, 2001). None of IGD (Table 3). Results demonstrated that the risk of IGD in
the independent variables correlated, except for a weak adolescence was increased by being younger, having lower
association between gender and sleep disturbance. The col- academic achievement, having lower sleep duration, and
linearity statistics tolerance and variance inflation factor (VIF) waking up more during the night to continue gaming.

Table 3. Hierarchical multiple regression of predictors of Internet Gaming Disorder in Lebanese high-school students (N = 524)
Predictor variables β t R R2 R2 ΔF
Step 1 .035 .001 −.005 0.199
Gender −0.035 −0.446
Step 2 .200 .040 .040 6.201*
Gender −0.025 −0.310
Age −0.199 −2.490*
Step 3 .433 .187 .187 10.816***
Gender 0.020 0.245
Age −0.244 −3.032**
Sleep duration −0.212 −2.766**
Sleep disturbance 0.346 4.376***
Step 4 .523 .274 .274 12.804***
Gender 0.101 1.330
Age −0.218 −2.850**
Sleep duration −0.212 −2.766**
Sleep disturbance 0.346 4.376***
Academic achievement −0.183 −2.455*
Note. *p < .05. **p < .01. ***p < .001.

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Hawi et al.

DISCUSSION In this study, the school GPA of the IGD group (Table 2)
was below the passing grade and much lower than the GPAs
This study examined the relationships between IGD and of those RIGD and the CGG. Other studies have reported that
other variables (age, sleep-related factors, and academic participants with IGD had poorer academic achievement in
achievement) among Lebanese adolescents. The results Singapore (Choo et al., 2010), USA (Jackson et al., 2011),
showed that 9.2% of the study’s sample were classed as Norway (Brunborg et al., 2014), and Germany (Rehbein et al.,
having IGD using the IGD-20 Test. The prevalence of IGD 2015). This finding is likely explained by the large amount
in this study is above midrange among those reported in of time spent allocated to gaming (Kuss & Griffiths, 2012)
other studies (Table 1), with a range between 1.2% in especially during study days, which in turn may lead to
Germany (Rehbein et al., 2015) and a 14.6% in the United lack of in-class concentration due to sleep deprivation
Kingdom (Lopez-Fernandez et al., 2014). One possible (Ko, 2014). This study found that 92.3% of participants
reason for the high prevalence rate of IGD may have been with IGD reported that they are preoccupied with Internet
due to the age of the sample, because IGD appears to be gaming, and of these participants, 75% reported that they
more prevalent among older adolescents and emerging wake up during the night to continue gaming. This state of
adults (Griffiths, Kuss, & Pontes, 2016). This variance in mind, whereby a gamer is either gaming or thinking about
studies’ results may also be explained by one or more of the gaming all the time, can in some cases lead to neglect of
following: (a) use of different scales to assess the IGD day-to-day responsibilities at school and home. Sleep-
(Griffiths, 2014; Kim et al., 2016; Király, Nagygyörgy, deprived participants, whether in quantity or quality,
Griffiths, & Demetrovics, 2014; Schmitt & Livingston, cannot focus on their studies and are therefore unable to
2015); (b) use of same scale, but using different cut-off learn efficiently. This phenomenon builds upon existing
thresholds (Rehbein et al., 2015); (c) employment of differ- studies showing how academic achievement is negatively
ent sampling procedures (Sanders & Williams, 2016); affected by different technological addictions (Samaha &
(d) selection of samples differing in their characteristics Hawi, 2016) and in particular by the excessive gaming
(Rehbein et al., 2015; Sanders & Williams, 2016; Wentworth (Jackson et al., 2011). Finally, the percentage of gamers
& Middleton, 2014); and/or (e) collection of data at different who played online in this study’s sample (45.9%) was
times of the year (Griffiths, 2014; Kim et al., 2016). lower than that of a similar Canadian sample (52.8%)
Similar to many studies, the study’s sample included (Sanders & Williams, 2016).
more gamers classed as at-risk of IGD (RIGD) (35.7%) than
gamers classed with IGD (9.2%) (Müller et al., 2015; Wittek Limitations and recommendations
et al., 2015). While the average daily playtime of gamers in
this study (2.2 hr/day) was very close to that of a Portuguese The main limitations of this study were its cross-sectional
sample (Pontes & Griffiths, 2016), it was lower than that of a design, the use of a non-representative sample, the use of
Singaporean sample (2.9 hr/day) (Choo et al., 2010), Lebanese schoolchildren only, and the use of self-report
but higher than that of a German sample (1.6 hr/day) data. All of these methodological issues have well-known
(Rehbein et al., 2015). The IGDG’s average daily playtime biases (e.g., social desirability bias and recall bias) and
(8.1 hr/day) was much higher than that of a German sample shortcomings (e.g., non-generalizability to other samples
(6.3 hr/day) (Rehbein et al., 2015). Similar to this study, an and cultures). Another limitation is that the IGD-20 Test was
investigation conducted on a South Korean sample reported developed and validated using a young adult sample and not
that the those with IGD spent more hours a week gaming on older adolescents. The use of a scale developed for adults
compared with all the rest (Kim et al., 2016) and the average may have affected the prevalence scores when used by older
time spent gaming doubled at weekends for all subgroups age adolescents. In future studies, a scale designed specifi-
within the sample (Hawi, 2012). It is worth noting that this cally for adolescents would be of benefit to overcome this
study was conducted in May, which was toward the end of limitation. All studies cited in this paper also used cross-
the school year, with a noticeable increase of homework and sectional design for its practicality and convenience (as was
exams. It was anticipated that the amount of time spent the case in this study); therefore, longitudinal studies are
gaming would be much higher during holidays and summer needed to determine the causal relationships between the
vacation. As the data were collected during school days, the different variables, as such associations found in this and
only period for participants to carry out their gaming was other studies can go in both directions. In particular, evi-
before and after school. In addition, massively multiplayer dence is needed to determine whether IGD causes low
games involves gamers from different time zones to keep academic achievement or vice versa. It should also be noted
building their characters, which can lead to sleep deprivation that the response rate was low (25%) and this also needs
(Achab et al., 2011) with some gamers who avoid logging taking into account when considering the results. The low
off and become preoccupied with minimizing possible response rate may have been because (a) participation was
losses. Probably for the aforementioned reasons, all gamers purely voluntary, and/or (b) the English language skill
assessed with IGD reported that sometimes they woke up among students was not sufficient to answer the survey
during the night to continue gaming online (Rehbein et al., questions. Finally, future research should target adolescents
2015). This result confirms previous studies that reported from various cultures preferably different countries and
gaming addicts refrain from sleeping to gain more time in compare results. However, this study adds to the literature,
the virtual world (Bartel & Gradisar, 2017; Lam, 2014; because it is one of the very few to be carried out in
Satghare et al., 2016; Young, 2009). Lebanon.

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IGD in Lebanon: Sleep and academic achievement

CONCLUSIONS Psychology, 16(1), 115–128. doi:10.1080/15213269.2012.


756374
The DSM-5 introduced IGD as a condition for further study Choo, H., Gentile, D., Sim, T., Li, D. D., Khoo, A., & Liau, A.
(APA, 2013) and suggested nine criteria for its diagnosis. (2010). Pathological video-gaming among Singaporean youth.
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nine criteria, this study provided insight into the field of IGD Cleghorn, J., & Griffiths, M. D. (2015). Why do gamers buy
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the IGD-20 showed that the prevalence of IGD was 9.2% in Coakes, S. (2005). SPSS Version 14.0 for Windows: Analysis
the study’s population sample. Furthermore, the study iden- without anguish. Chichester, UK: Wiley.
tified some key predictors of IGD including being a younger Demirci, K., Akgönül, M., & Akpinar, A. (2015). Relationship of
adolescent, sleeping less, waking up from sleep more during smartphone use severity with sleep quality, depression, and
the night to continue playing, and poor academic achieve- anxiety in university students. Journal of Behavioral Addic-
ment. These empirical research findings suggest factors that tions, 4(2), 85–92. doi:10.1556/2006.4.2015.010
might guide early detection and prevention of IGD. Donati, M. A., Chiesi, F., Ammannato, G., & Primi, C. (2015).
Versatility and addiction in gaming: The number of video-game
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Funding sources: This research was supported by a grant ing, 18(2), 129–132. doi:10.1089/cyber.2014.0342
from the National Council for Scientific Research (CNRS) – Festl, R., Scharkow, M., & Quandt, T. (2013). Problematic com-
Lebanon (grant 3661/S). puter game use among adolescents, younger and older adults.
Addiction, 108(3), 592–599. doi:10.1111/add.12016
Authors’ contribution: NSH and MS contributed to the Fuster, H., Carbonell, X., Pontes, H. M., & Griffiths, M. D. (2016).
study concept and design. MS contributed to the collection Spanish validation of the Internet Gaming Disorder-20 (IGD-
of data and literature review. NSH contributed to the 20) Test. Computers in Human Behavior, 56, 215–224.
interpretation of data and the statistical analysis and doi:10.1016/j.chb.2015.11.050
obtained funding. MDG contributed to the supervision of Griffiths, M. (2005). A ‘components’ model of addiction within a
the study, interpretation of the data, and drafting of the biopsychosocial framework. Journal of Substance Use, 10(4),
manuscript. 191–197. doi:10.1080/14659890500114359
Griffiths, M. D. (2014). Gaming addiction in adolescence (revisited).
Conflict of interest: No competing financial interests exist. Education and Health, 32(4), 125–129.
Griffiths, M. D., Kuss, D. J., & Pontes, H. (2016). A brief overview
of Internet gaming disorder and its treatment. Australian
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